QuoteI can imagine this will be quite difficult to achieve.
I don't imagine it to be too difficult, Otakar. Just as I've planned the plank edge and plank length notches by masking, transforming, then combining their function outputs, so the inverse of these crack functions can be used to create separate 'zones' in the surface.
I just need to implement the plank zone inverts to describe where each wood shader is placed, really, this isn't going to be hard, not now that I have the method of masking and combining the alternating slat functions, that was the tricky part.
I've really made a giant leap yesterday(for me, anyway) playing with functions for this. The hardest part was really masking the lines, now that I have that in the bag, as I said yesterday, I am seeing really many, many ways to lay different woods in different zones, alternating grain on a single surface, there are really no limits now. I'll keep at this, it's a really promising technique, that before I'd have had to have relied on imported b+w masks per zone etc.
I've learned a lot over the past day and night and, it never would have happened without seeing Cypher's camping trip photos and wanting to make a TG scene from a picture in his album. I did, a half-arsed attempt(using image mapped wood) and Richard got me thinking about how to do it procedurally. Give that man a pat on the back, guys!
(When I eventually do retry the scene, I will use a variation of wood4 on the previous page, need to adapt the grain and colours a little)